Stuff Under the Header

7/18/2016

A Big Update to DT1 & DT2

Yay, finally! I sat on these changes for quite awhile. Here's what has happened to the games.

Changes to Both Versions
- Dash buttons, and the control variants that DT3 allows for the dash.
- Fixed the input bug where your last action would sometimes be repeated when touching the ground immediately after taking damage.
- Note that the dash mechanics for forward and back dashing has changed a bit and is fairly identical for DT1 and DT2 now. They are not the same as DT3 though.

DT1 Changes
- Water Barrier now makes you invulnerable to projectiles, meaning you'll no longer take damage from projectiles that spawned on top of you while the shield is on. (For those trying to mitigate bullet storms via the shield.)
- Soothing Spring now also gives the same 10% damage resistance that Water Barrier does and they stack.
- Various equipment beads were changed, such as the Ribbon Bead making you completely invulnerable to status ailments.
- Spell/Ability costs re-balanced. They should be able to be used more often now.
- Omega Metroid segment isn't so dumb now.
- Shroud Lord hand laser spam spread has been greatly reduced.

DT2 Changes
- Time scores are no longer tracked by seconds and instead by frames. The game will migrate old scores to this new system.
- The Tetris level is no longer randomized! Rejoice!
- Claire has a few frames where she sticks to the wall when pressing away from it. This will help out a lot when trying to jump away from the wall.
- Wall jump/dash mechanics have also been tweaked. Such as pressing away from the wall will give a somewhat different jump than pressing toward the wall when jumping off of one.

The download links have been updated on each game's page. If you already have the games, that page also has an exe-only link again. If not, here's DT1 and DT2!

Note that if you're going to download just the exe for DT1 and DT2, that the games do have the color pulse sounds from DT3. If you've got that game, just copy DT_ColorPulseA.wav and DT_ColorPulseB.wav from the DT3 sound folder and copy it to the previous games. Quicker download if that matters to you.

6/30/2016

DT 1 & 2 Getting Love

Edit: (7/01/2016) New entries to DT1 stuff and a DT2 change added.

Edit: (7/03/2016) Removed the Joy2Key link entirely. I went to the site and the download links are all fishy, even from the site itself. They may be fine, but I don't trust them and so I'm no longer linking to that.

Its been a long time since I've done anything with the first 2 DT games. The last few days, they've gotten some updates that will go out possibly tomorrow.

Changes to Both Games
The big thing that both games have gotten are dash buttons along with the options that DT3 has for turning off up+jump from activating dashes, as well as the left/right or back/forward controls it has. They also have the issue where the directional buttons will cut the dashes short, along with some of the other dash control issues.

They do not have the squirrely/loose nature changed to be like DT3. Meaning in DT3, when you jump right and let go of right, the character stops, whereas in DT1&2, they carried some of their momentum before stopping. (Could possibly still change though.)
This change was made as well. 'Think & Act Fast' will sadly not be the thing it used to be due to this change. We all have the memories at least.

The input bug where your last action might be repeated after taking damage was fixed. Easiest way to replicate was to get hit and press jump during the flinch animation, you would jump again upon hitting the ground.

Dash mechanics have changed.
Forward dashing is nearly identical to how it was before, though Jerry and Claire can dash a bit further now.
Back dashing is now a short dash back.
Air dashing is nearly unchanged, but will feel a different.
The forward dashing has a bit more control now. If you dash without any directional key pressed, the dash is short, where if the directional key is held, the dash is long. Varying dash lengths lie between this.

DT 1 Specific Changes
Water Barrier now simply makes you invulnerable to projectiles. It does still eat bullets the way it did before. The way the game worked prior is that if either you were very unlucky or a bullet spawned on top of you while Water Barrier was active, you'd still get hit. There's an extra check in the damage code that handles Water Barrier now.

Some of the Beads (equipment items) were tweaked. For example:
Ribbon Bead, instead of reducing status effects by 5 seconds, it makes you completely immune to them.
Specific elemental beads give 20% elemental resist instead of 10%.
Poison Bead now poisons on the third claw attack in the combo string instead of on cripple.

Spells/Abilities had their cost descriptions match what was actually being taken. Some of them I found were incorrect when I went to rebalance them a bit. For example, making the first level spells of each element cost a bit less to cast for both spirit and elemental energy. Nature's Gift still eats both of them up because you're not supposed to be getting hit like a chump. Utility spells like Earth Shift were reduced in cost. The Rock Drill can now deal a bit of damage to lower defense enemies.

DT 2 Specific Changes
Time scores are no longer tracked by seconds, but instead by frame count, which means previous scores are not valid. :( It'll migrate your scores to the new system.

6/23/2016

Humbled

I just got fanart of me drawn by kitikami from the talkhaus. [Direct link to image]

I wasn't expecting this at all, I don't really have any words for it. A bit surreal maybe? Looks like I may need to make that image come true some day and learn how to actually summon birds. (Other than the grackles that approach me at work.)

Thanks again kitikami.


DT3 News
Nothing to announce at this particular time... well maybe there is. Something looks to be happening. An idea I've had since late last year might be coming true. ('Might' being the operating word.) What is this idea though? Well, a tweet at some point will clue you guys in. When is this tweet occurring? No one knows yet. That is all.


LPing Stuff
I've been asked if I would consider doing Lets Plays and am indeed considering this. One of the issues holding it back were what games to LP. I'm thinking Mighty No 9 may be a start. Despite all the mishaps the project has gone through, I would still like to play it. A blind LP could be a good way to start this whole LP thing.

6/13/2016

The No Birdening Edition

Patch Notes (Version 1.0.2.9)
- Shooter segment changes
  - All weapons have been improved in some manner. Chao also now displays the DPS of each weapon in the scan info.
  - Ship focus speed changed to 1/2 speed instead of 1/3 speed.
  - A weapon is no longer lost on the first hit and instead on the third hit. Reacquiring the same weapon will refill the weapon's HP. The HUD has been edited to reflect this change.

- The Strike Chain has a bit more leniency on latching. (Meaning it'll grab from further away.)
  - This was in the previous version and was the change I was monitoring. Everything checks out so it'll stay.

- A few minor level edits for flow purposes. All were pre-Gate 4 edits.

- Fixed some missing collision on a bullet bill launcher in Gate A.

- Fixed some missing damage zones on some spikey vines in Magical Hills. (The map with the Lakitu.)

- A major bug was found that isn't fixed for this version. That being no new birds were added for this patch. This is unpatchable as this patch is one time only and will forever never include an added bird. They will be missed.

This patch focuses mainly on the pew pew segment listed above. More changes may come to it, so it's a start.

5/25/2016

The Pew Pew Segment Needs Love

Edit: The dropbox link has a version with a slight variance on a mechanic in the game that I'm going to be monitoring for a few days, which I'll then note. The change should help the flow of the levels various LPers are on that I'm watching. Secret tests!!

Most of you that come here seem to have beaten the game or have come close, so I'd like to hear your voice on this topic if you feel you have something to add to this. The segment I've been thinking a lot about lately is the shooter bit very late in the game. If you don't want spoilers on this segment, do not read on as this entry will have various specifics about it. (Though I'll leave out plot related things involving it.)

These are all proposed changes and I'd like to see what you, the players, think of some of these. Feel free to throw in suggestions as well.

-Focus Speed-
-I've heard many voices (not just from you Brian) on the focus speed being abysmally slow. I'm in agreement and think it could use between 0.5 - 1 pixel more speed per frame.
So this makes more sense, the normal speed of the ship is 6, while the focus speed is 2.
I'm thinking either 2.5 or 3 is a better speed for focus mode.

-Sucking-
This needs work for sure. Something that has always bothered me that I didn't ever address during development was mitigating the issue of getting hit while trying to gain new weapons, which a lot of times ended up in the player losing the weapon right after getting it. I'm thinking of having the player invulnerable the moment an enemy is latched by the sucking. (Trying to be as spoiler free as possible for potential accidental grazing eyes here.) And once an enemy is suckessfully sucked in, give the player somewhere between 15-30 frames of invulnerability. (0.5 - 1 second)
This may sound like it could be abused, but lets be real, that would be pretty hard to pull off properly. If someone was able to suck an enemy around the field and use the periodic i-frames to avoid bullets, well... I want to see that.
If this change is made, it'll be noted in the tutorial fields. (Which Robin hilariously passed over and questioned what the sucking did. Though in his defense, he figured it all out without the tutorials. So really, I'm both making fun of you, Robin, and giving you a compliment.)

-Weapons-
This part would take the most work, but I've thought about making a huge change to this. Essentially you'd always have access to the standard gun and it would be a neutral third slot. Getting hit would no longer revert the current weapon back to the standard shot, so you'd always be able to store 2 sub-weapons along with the standard one. (Thinking about even having them carry over through game-over and subsequent plays, maaaybe.)
When starting out, all 3 slots would be the standard gun, and if you eat an enemy with Jerry or Claire selected, it overrides their slot. Eating an enemy in neutral mode would either heal a bit of HP or give a longer invulnerability time. (I haven't decided on this if I were to make this change.)
If this goes through, weapons would probably be slightly rebalanced. The standard gun would get a very slight nerf. Some of the other weapons would get a bit more oomph to them as most of them are pretty situational.
Another idea is to keep the 2 slots the way they are, but the player does not lose the weapon when getting hit and can instead voluntarily revert back to the standard gun on that slot any time.

Let me know what you guys think in the comment section. I don't think this section of the game sucks. (Well, it kind of does actually.) Though it definitely could use a bit of love. The first two things should definitely happen.

5/24/2016

Fixes and Fur

Not a huge update this time, but I mainly wanted to get the Claire dash change out.

Patch Notes (Version 1.0.2.8)
- Claire's back dash will now properly be stopped by pressing left or right. (Meaning you can use her back dash and tap forward to keep her in place and use the invulnerability frames.)

- Claire's charged cannon starting damage from 70% -> 65% of standard cannon power. It will now lose 1.25% power per hit instead of 1%, minimum is 50%. It now takes 12 shots to bring it to 50% instead of 20.

- A few other minor fixes throughout that I've seen. And of course, birds added. 2 more to be precise in Central City - South.

- The bird counter in the records sub-menu will not correctly increment by 80 when leveling up in Gate 6. Glad I finally got this game breaking bug fixed. I apologize for those of you that have reached max level there and have missed out on the 5040 birds that should have been counted.

Star Fox Zero
This game sucks and I was gonna go on a rant about it, but upon seeing these two videos, I found that they more eloquently said everything I was going to.

Honest Trailers
https://www.youtube.com/watch?v=IceMIN7wzAk

And my favorite reviewer
http://www.escapistmagazine.com/videos/view/zero-punctuation/116870-Star-Fox-Zero-Review

5/16/2016

Time Flies

Its almost been a month since the last update and it doesn't feel like its really been that long. Today there are a lot of small fixes and tweaks to help the play experience and flow of some very late game bosses.

Patch Notes (Version 1.0.2.7)
- The following changes have been made to the first boss of Chapter 20.
  - All attacks have been reduced in power by 1. (check below for a few exceptions)
  - The hands had their attack power reduced from 16 -> 12 and now linger a bit longer.
  - The fire near the end of the fight burns quite a bit less: Power: 12 -> 9
  - The eyes near the end of the fight hurt less: Power 11 -> 9
  - The eyes near the beginning of the fight have a slightly longer warning time on their attack.
  - The attack dropping from the ceiling has slightly reduced frequency.
  - Added some sound effects to a few things in the encounter, which should help with their telegraphs.

- The following changes have been made to Shadow Eura.
  - Attack power reduced by 1 for all attacks.
  - The rocks now have scan data.
  - He will always appear in the rocks in the same order. (Used to be based on where the player was standing when the rocks started falling.)
  - He will no longer escape from the rocks prematurely. (That's right, I nerfed him, but then fixed the early rock release exploit!)

- All of Brain Machine's attacks now give half a second longer of a warn time before firing them.
- Brain Machine's floor lasers will spawn at a higher frequency. (On phase 1 and 2.)

- Jerry and Claire have extra input on the various tutorial messages for the Chapter 16 event to make those not so dry. (Might do the same for the late Chapter 19 event too.)

- The door leading to Death's Hall can no longer be opened with only 2 of Death's pieces.

- Fix for the enemy barrier sometimes not being removed during the encounter on the second map of the Displaced Construction Site.

- The Nightmare Mode exclusive morph bomb ability now properly removes its charge level when releasing the charge key too early. (It also has the charging sound.)

- The Nightmare Mode exclusive dagger ability no longer crashes the game when they hit a wall.

- Speaking of Nightmare Mode, check the NPC in Central City that talks about that mode's exclusive abilities. Some of them have been made much easier to perform since those new abilities should all be as accessible as the others.

- Note: I didn't mention this a bazillion updates ago, but on Nightmare Mode, the Belmont abilities (including the recharge speed) are set to the cost of the first level of their skill in the skill tree as that set is very restrictive, more so than the others, without any upgrades.

- Other misc fixes for things I've seen in LPs and from feedback.

- There are now birds on the title screen lined up that are equal in number to your AP level. If you're at the end of the game and aren't max level, go grind so you can have them all. GO GRIND! (Don't really.) If you're playing on Nightmare Mode, well... I'm sorry. :(